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Is there Any way to break into lockers without the syndicate emag thing other than having the person/jobs id card?

How do I get into the mule to hack it? I was trying to enable nonstandard cargo but it kept saying that the panel was sealed or something and trying to use the torch just repaired it.

Related note don't be affraid to order stuff. Cargo Has actually been trying lately.
As far as I know the only way into a locker is with the ID or antag gear/abilities. Maybe guns work, like with locked cargo crates, but I've never tried.

For the mule, it's ID locked most likely to prevent assistants from turning on the mule's bloodlust and getting cargo linched. Click on the mule with your cargo ID to lock/unlock it, and if that doesn't work ask the QM to do it. Same thing with borgs for the roboticist.

Here's a tip for newbies: you can put your ID into your PDA and then put your PDA in your ID slot and it works the same way for opening doors, and you can swipe interfaces with your PDA to do the same things an ID swipe would do. Some interfaces and computers need your ID though, so alt+click to take it back out when necessary.
 
I was talking in game about messing with the way virology works because it's kinda fucking dull right now.

The main idea would be to add three overarching traits: Bacteria, Virus, Parasite; with each overarching trait limiting what can be added and adding hard caps to certain properties of the diseases.

Long term goal would be to add insertable traits ala tech disks; to mimic plasmids and their rough effects, which would let you save and copy traits; that would hopefully outweigh the possible nerfing of virology that adding three direct paths would result in.

Pie in the sky would be to let diseases interact with each other, insert traits and kill each other. Letting you make diseases that fight other diseases, and so on.
 
As far as I know the only way into a locker is with the ID or antag gear/abilities. Maybe guns work, like with locked cargo crates, but I've never tried.

For the mule, it's ID locked most likely to prevent assistants from turning on the mule's bloodlust and getting cargo linched. Click on the mule with your cargo ID to lock/unlock it, and if that doesn't work ask the QM to do it. Same thing with borgs for the roboticist.

Here's a tip for newbies: you can put your ID into your PDA and then put your PDA in your ID slot and it works the same way for opening doors, and you can swipe interfaces with your PDA to do the same things an ID swipe would do. Some interfaces and computers need your ID though, so alt+click to take it back out when necessary.
You can use the emitters that are in the engine section to break into a locker as well.
 
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I also think the MULE has to be loaded with a crate before you can access it to set a destination.
 
Is there Any way to break into lockers without the syndicate emag thing other than having the person/jobs id card?

How do I get into the mule to hack it? I was trying to enable nonstandard cargo but it kept saying that the panel was sealed or something and trying to use the torch just repaired it.

Related note don't be affraid to order stuff. Cargo Has actually been trying lately.
They can be broken open, but take a lot of damage. Emitters/lasers/fire axe work best
 
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How do I get into the mule to hack it? I was trying to enable nonstandard cargo but it kept saying that the panel was sealed or something and trying to use the torch just repaired it.

Related note don't be affraid to order stuff. Cargo Has actually been trying lately.
1. swipe your ID to unlock the panel (if you're a member of Cargonia)
2. Usual hacking stuff: screwdriver, multitool, writecutters
3. While pulsing/cutting stuff look on the chat panel to see what it writes
4. If it says "The load platform clunks" you can climb on it. If it says "the external warning light flashes" that means that the mule will run over people, don't cut that if you're not antag. If it says "drive motor whines" you just gave turbo tuning to the MULE, don't cut both driver cables or it wont start.
5. Put it back together, make sure the thing is back online.
6. Climb on it and ride into the sunset with style.
 
It would be better to focus on giving virology something else to do besides killing everyone every round.
Much like Toxins, the department would benefit from having something to do that's actually theoretically constructive. Virology almost never has real viruses to cure and is basically useless to the station, so the temptation to fuck around is inevitable.
 
Make certain mobs spread viruses or have virus as some kind of antag mechanic. Either cultists with syringes or have a random player be an asymptomatic carrier of something every few rounds.

Viro really almost works like what @John Schmidt describes I'd argue. It would be amazing if you could save culture bottle formulas in the machine though.

Edit:

First mod that NEEDS to be implemented is a speed buff to dark skinned characters when they have an arrest warrant out for them.
 
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It would be better to focus on giving virology something else to do besides killing everyone every round.
What if there was a bounty mechanic for virology?

There could be a machine that requests a virus with certain symptoms. Putting 30u of that virus into the machine will transform it into some kind of useful medbay chemical (a bottle of Strange Reagent maybe?) and then randomize the symptoms needed for the next one. For balance purposes it should probably be symptoms of a level that don't require uranium.
 
Kitchen could get some improvements. Currently you cant put stuff off the tray directly into things. Its not really that important but it would be much appreciated since having to load 80 pieces of bacon into the microwave is giving me suicidal tendencies.
Also a time requirement on head roles (Captain/HoS at least) would be appreciated. Since these roles are quite important and people should be able to at least somewhat trust in the skill on the ones who play them.
 
I've tried some other jobs unsuccessfully, like security, clown and robotics, only to go back to medic because it's way too enjoyable for me. I want to expand my skills, damn it, are there any positions you recommend?
 
I've tried some other jobs unsuccessfully, like security, clown and robotics, only to go back to medic because it's way too enjoyable for me. I want to expand my skills, damn it, are there any positions you recommend?
Engineering or Janitor maybe. There's a deep well of autistic fiddly stuff you can do as an engineer to keep the station working (or break it apart), and janitors are basically the first line of defense against things going to hell. The dirtier a station looks and the more broken lights there are, the more people will tide.
 
Is there Any way to break into lockers without the syndicate emag thing other than having the person/jobs id card?

How do I get into the mule to hack it? I was trying to enable nonstandard cargo but it kept saying that the panel was sealed or something and trying to use the torch just repaired it.

Related note don't be affraid to order stuff. Cargo Has actually been trying lately.
Stuff that does high damage. If you damage a locker enough the lock breaks. There might be some sort of minimum damage requierement for this to work tho. I know lethal projectiles and thrown spears work.
 
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Stuff that does high damage. If you damage a locker enough the lock breaks. There might be some sort of minimum damage requierement for this to work tho. I know lethal projectiles and thrown spears work.
I don't think there's a minimum but it takes forever if you don't do enough damage. One of the easier ways is to go down to lavaland and shoot it with a PKE a lot. Or dunk it briefly in lava and drag it out before it melts.
 
I've tried some other jobs unsuccessfully, like security, clown and robotics, only to go back to medic because it's way too enjoyable for me. I want to expand my skills, damn it, are there any positions you recommend?
Atmo

The SC crystal generator is actually one of the easier things to learn, assuming basic bitch N2 setup.
 
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